From 380e45120e2609bec8ea2bc2b201063e81cff796 Mon Sep 17 00:00:00 2001 From: Freddy Date: Tue, 26 Jul 2016 20:14:14 +0200 Subject: [PATCH] prevent crouching while slap with blaster serverside --- qcsrc/server/cl_client.qc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index e0b7e116e..63e710d9d 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -215,7 +215,7 @@ void PutObserverInServer(entity this) // needed for player sounds this.model = ""; FixPlayermodel(this); - } + } setmodel(this, MDL_Null); setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL)); this.view_ofs = '0 0 0'; @@ -463,7 +463,7 @@ void PutClientInServer(entity this) PutObserverInServer(this); } else if (IS_PLAYER(this)) { if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); - + PlayerState_attach(this); accuracy_resend(this); @@ -2285,7 +2285,7 @@ void PlayerPreThink (entity this) do_crouch = false; } else if (STAT(FROZEN, this)) { do_crouch = false; - } else if ((PS(this).m_weapon == WEP_SHOTGUN || PS(this).m_weapon == WEP_SHOCKWAVE) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) { + } else if ((PS(this).m_weapon == WEP_SHOTGUN || PS(this).m_weapon == WEP_SHOCKWAVE || PS(this).m_weapon == WEP_BLASTER) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) { // WEAPONTODO: predict do_crouch = false; } -- 2.39.2